834 files
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[KotOR] Bastila must hide!
By Salk
This is the second (and likely last) entry from me as part of the Snigaroo mod build request found here.
We wanted to offer an alternative to the existing „Operation Kill Bastila Remade” by Hunters Run. The main difference being that this version doesn't allow for any combat sequence, but rather focus exclusively on the importance for Bastila to be disguised when walking on Upper Taris. While an ideal execution proves to be beyond what I could be capable to achieve, I believe this modification (and indeed the original one) adds a much needed layer of realism and common sense by closing a rather glaring plot hole. Unfortunately, this isn't completely drawbacks-free. For one thing, the possibility of disguise will be limited to Taris when it may be reasonable to think it should not have such limitation. For another, I needed to introduce a couple of party selection restrictions that are not present in the original game. It is my opinion, though, that they both seemed to make a certain amount of sense, and on of them has the additional benefit of taking care of another minor „plot hole” of the game. Enjoy!
[KotOR ] Bastila must hide 1.1.7z
49 downloads
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Rebalanced Grenades
By Timbo
Star Wars: Knights of the Old Republic -
Rebalanced Grenades v1.0.0
Overview
The goal of Rebalanced Grenades was to make makes grenades, Dexterity, and Demolitions more useful throughout the entirety of Kotor 1 by giving grenades scaling DCs similar to force powers based off of Dexterity and scaling bonus damage based off Demolitions. By making grenades more useful for ranged characters they will hopefully serve a function similar to Force powers for non-Jedi characters.
Grenades now use the following formula unless stated otherwise:
DC = 5 + Level + Dexterity modifier
if DC < 15
then DC = 15
Bonus Damage = Total Demolitions Rank/2
A minimum DC threshold of 15 is maintained to keep grenades at least as useful as they are in Vanilla in early levels. Additionally, each of the affected grenades has a damage cap added in to keep them near the game’s existing benchmarks.
Grenade Changes
Fragmentation Grenade - DC: 5 + Level + DEX + INT (min DC: 15), max damage: 36 Stun Grenade - DC: 5 + Level + DEX + INT (min DC: 15) Thermal Detonator - DC: 5 + Level + DEX + INT (min DC: 15), 60 Damage Poison Grenade - DC: 30, 5 Damage every 3 seconds Sonic Grenade - DC: 5 + Level + DEX + INT (min DC: 15), max damage: 36 Cryoban Grenade - DC: 5 + Level + DEX + INT (min DC: 15), Fortitude save, max damage: 36 Plasma Grenade - DC: 5 + Level + DEX + INT (min DC: 15), max damage: 60 Ion Grenade - DC: 5 + Level + DEX + INT (min DC: 15), max damage: 30, +30 Damage vs Droids Adhesive Grenade – unchanged
Notes:
A damage cap of 36 was chosen for Fragmentation, Sonic, and Cryoban grenades because it allows them to scale up to the total damage of a vanilla plasma grenade or the average damage of Force Lightning at full power. Thermal Detonators are one of the most devastating weapons in Star Wars cannon and since 60 damage is the maximum damage of Force Lightning at full power, I let it stand. Additionally, for 2000 credits a pop, I feel like they should always consistently be good. Since Plasma Grenades start at 36 damage it felt natural to cap them at 60 and with a dedicated build and the right equipment you can in fact get there if you want to. Ion Grenades cap at 30 for humanoids and still add an additional 30 for droids for the same reasons.
Acknowledgements
jc2's Improved Grenades is the forebear to this mod. As far as I know jc2 is the first person to do this. Thor110 who taught me much of what I needed to know to finish the script changes for this mod and most of everything else I know about modding KotOR.133 downloads
0 comments
Updated
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k1 Starship Combat Pay
By Timbo
Starship Combat Pay v1.0.1
Overview
Starship Combat Pay give players a tangible reward, beyond avoiding a game over screen, for surviving the Ebon Hawk Gunnery Station mini-game. After escaping the Sith Blockade and landing on Dantooine, you’ll get a message from the Republic. It reads:
"Republic Combat Pay
Thank you for registering your Dynamic-class freighter, designation: the Ebon Hawk, as a civilian paramilitary vessel.
Until further notice, as an enlisted soldier of the Galactic Republic Navy, you are hereby entitled to a financial reward of 200 Republic credits for the successful elimination of each Sith Imperial starfighter you encounter aboard your registered personal starship.
You'll find a payment of 1200 Republic credits has already been deposited directly into your account. Further payments will be deposited immediately after each conflict.
May the Force be with you."
…And that’s exactly what the mod does. It pays you a total of 1200 credits every time you’re forced to play the Ebon Hawk Gunner Station mini game.
Notes
Unfortunately, this mod doesn’t change the mini-game itself in any meaningful way. It does however make playing it more rewarding. When deciding on the number of credits players should receive, we looked at different amounts of pay that scale with level and we arrived at a flat 1200 credits for a number of reasons.
A scaling number of credits requires an in-setting explanation for why the main character’s pay increases, which logically goes to rank. Applying any sort of rank to the main character adds a level of non-canon material that I’m not comfortable adding in my mods.
In terms of the game’s existing financial rewards go 1200 credits is pushing it. However, in terms of the setting, a 1200 credit bonus is a paltry sum for destroying a 300,000 credits worth of starfighters. So, since most players tend to only travel between planets after fully completing them, the number of randomly generated starfighter encounters is relatively low.
In any case, once you get full access to the Ebon Hawk, you’re free to win heaps of credits by swoop racing or savescum an infinite number of credits by gambling with Suvam Tan. So, exploiting the turret minigame isn’t going to unbalance anything.
Credits
Script Writer: Thor110 Contributor: Zoctavous Mod Author: Timbo
Special Thanks
I want to thank Thor110 who had the script almost entirely worked out within minutes of pitching the idea and for patiently sticking with it over the next couple weeks to fine tune it. Seriously, this part was about 90% of the work.
I also want to thank Zoctavous who has very quickly become my go-to scripting confidante. Whenever there’s something I don’t understand or need help fixing. He’s usually the first person I hit up. Without him helping me get past the very first problem with this mod, this release simply wouldn’t have happened.
Finally, I want to give a special thanks to Discord user sharkynebula from the KOTOR server who casually suggested that the Republic should have to pay you for playing the minigame. This is the idea set this whole thing off.
132 downloads
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NPC clothing M
By Dark Hope
This mod will replace and update NPC clothing M texture files.
To Install
1. Requires installation of K1 Lite Upgrader 1.3.
2. Download: NPC clothing M
3. Copy all files to the Knights of the Old republic's Override folder.
(Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override)
4. When/if prompted to overwrite files, press okay.
5. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
omment or endorse! (It would be much appreciated) Made with love.
238 downloads
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NPC clothing F
By Dark Hope
This mod will replace and update NPC clothing F texture files.
To Install
1. Requires installation of K1 Lite Upgrader 1.3.
2. Download: NPC clothing F
3. Copy all files to the Knights of the Old republic's Override folder.
(Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override)
4. When/if prompted to overwrite files, press okay.
5. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
omment or endorse! (It would be much appreciated) Made with love.
242 downloads
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Wookiee Redux
By N-DReW25
A Mod for Star Wars Knights of The Old Republic
Author: N-DReW25
1.0.0 Release Date: 15.08.2024
Installation:
Please install the K1 Community Patch FIRST before this mod!
It is advised you install Party Model fixes and HD Bastila and Party Model Fixes For K1, Part II as these mods improve Zaalbar's unique model which is used as a base for the Wookiees found in this mod.
Simply click on the HoloPatcher.exe, click install and sit back and watch the HoloPatcher do its magic.
Description:
Wookiee Redux is a remaster of RedRob41's Wookiee Reskins which were made for SpaceAlex's K1 Enhancement Pack.
In the K1EP mod, many of the unique Wookiee NPCs have unique appearances based on Zaalbar's texture and model. This means NPCs like Chuundar use Zaalbar's unique model, but the Zaalbar texture was heavily modified to make it look like a different character. Because these Wookiees were made by RedRob41, this was the only part of the K1EP you couldn't freely use as they weren't SpaceAlex's to give away. Whilst I am unsure what one was made first, RedRob41 also made a mod called Playable Wookiees x5 1.1 which added five Wookiee player characters which he released under his own name.
Now, almost a decade since SpaceAlex released his K1EP mod to the public, I've used my own connections in the Revenge of Revan mod team to secure RedRob41's permission for me to use his Wookiee assets so that I could make a 'redux' version of what the K1EP intended to do with the Wookiees.
This mod adds 30 Wookiee variants that change all of the generic male Wookiees. Since most of the Wookiee NPCs are seen fighting something in some capacity, many of these Wookiees are wearing chainmail armor and are differentiated with different coats of fur and bandolier designs making every Wookiee you met on Kashyyyk unique. Named NPCs also have unique appearances, characters like Chuundar and Jaarak use their original K1EP appearances whilst other Wookiees like Worrroznor have reworked appearances.
Since these Wookiees use Zaalbar's unique model, they all share Zaalbar's unique animations. This can result in alternative animations being used in both fights and dialogue cutscenes.
Known Bugs:
This mod shouldn't have any bugs but if there are please report them to me on Deadlystream.
Incompatibilities:
To be added!
Permissions:
You will need permission from RedRob41 if you wish to use any of these assets.
Thanks to:
RedRob41: For making the amazing Wookiee textures to begin with, without you this mod wouldn't exist!
SpaceAlex: For kickstarting this idea with the original K1EP mod!
Bioware: For such an amazing game!
Fred Tetra: For Kotor Tool!
th3w1zard1: For HoloPatcher!
Everyone who downloads the mod!
Legal:
THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
127 downloads
0 comments
Submitted
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Darth Malak's Lightsaber (K1)
By Marius Fett
This mod gives Darth Malak his own unique lightsaber hilt and also uses Crazy34’s lightsaber blade with ambient lighting.
Darth Malak’s lightsaber was the only one not altered with my Movie Style Lightsaber Hilt Replacement mod, so this mod is intended to be used alongside that for consistency.
This replaces the lightsaber Malak uses in the vanilla game and is used both times you battle him as well as in all cutscenes where he is holding/wielding a lightsaber.
This mod is fully compatible with the KotOR Community Patch, as the changes it makes to Malak’s files on the Star Forge are identical to those made by the Community Patch itself.
162 downloads
0 comments
Updated
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Movie Style Replacement Lightsaber Hilts (K1)
By Marius Fett
This mod gives each colour of lightsaber present in the game its own unique hilt based on one from the Star Wars films:
Blue – Obi-Wan Kenobi (Ep. III)
Red – Darth Vader (Ep. IV)
Green – Luke Skywalker (Ep. VI)
Yellow – Plo Koon
Purple – Mace Windu
Heart of the Guardian – Luminara Unduli
Mantle of the Force – Luke Skywalker (Ep. IV)
Massive thanks to Plasma, who originally created these hilt models for Jedi Academy and permitted me to release my ported versions for the KotOR community to enjoy too.
Thanks to Crazy34 for making his lightsaber blades with ambient lighting available as a modders resource for the rest of the community to incorporate into their mods.
322 downloads
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Repair Affects Stun Droid [K1]
Causes the Repair skill to modify damage inflicted by Stun/Disable/Destroy Droid.
SUMMARY
Knowing how to fix something usually means you know how to break it too. This mod makes it so the damage dealt by Stun Droid and higher tier powers depends on the Force user’s Repair skill. Users with high Repair may deal significantly more damage than vanilla, while damage dealt by users with cross-class Repair will be limited. A way to make your tech enthusiast Jedi stand out in combat.
DETAILS
In vanilla, Stun/Disable/Destory Droid inflict damage equal/proportional to your character level. This mod changes the flat damage value to incorporate the Repair skill:
damage = (level + 1.5*Repair)/2
With a Repair of 0, you deal half the vanilla damage. With a Repair equal to your character level, you inflict 25% more damage than vanilla. At double your level, you deal double damage.
INSTALLATION
To install, run TSLPatcher.exe. If spells.2da already exists in your override folder, an unaltered copy will be placed in the “backup” folder in the location of TSLPatcher.exe, along with a backup of dialog.tlk.
UNINSTALLATION
To uninstall, remove k_fp_stundr1rep.ncs, k_fp_stundr2rep.ncs, k_fp_stundr3rep.ncs, and spells.2da from your override folder. Replace dialog.tlk in the main game folder with the unaltered dialog.tlk in the backup folder. If a spells.2da was created inside the backup folder, move it to override.
COMPATIBILITY
Should be compatible with any mod that doesn’t affect the scripts for Stun Droid, Disable Droid, or Destroy Droid. As long as it’s installed after, this mod will override changes to these powers’ scripts only.
PERMISSIONS
Please do not reupload this mod.
CREDITS
offthegridmorty
KOTOR Tool - Fred Tetra
TSLPatcher, TalkEd - stoffe, Fair Strides
Screenshot uses Pramod Marlon's AI upscaled icons.
112 downloads
- stun droid
- damage
- (and 4 more)
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Treat Injury Affects Force Healing [K1]
This mod makes it so Treat Injury modifies the vitality points gained from Force healing powers.
SUMMARY
The Treat Injury skill isn’t very useful for Force users, since medpacs become pretty much obsolete when you can heal with Force points. I wanted to make the skill more valuable to Jedi classes while rebalancing Force heals a bit.
Now, Jedi will need to invest points into Treat Injury to be effective healers. Characters with low Treat Injury will heal less and may want to rely on other party members with high Treat Injury for healing, or advanced medpacs/life support kits.
Lore-wise, it makes sense that a Jedi would need some understanding of the body’s healing process in order to heal effectively through the Force, and that some Jedi are more specialized in healing than others.
This mod may make the game slightly more challenging on average, since a Treat Injury lower than your character level will lead to less VP healed compared to vanilla. See details below.
DETAILS
In vanilla, the number of vitality points you gain from Force healing is tied to your level and Wisdom/Charisma modifiers, plus a flat bonus of 5 VP from Cure and 10 VP from Heal. This mod replaces the character level modifier by the average of your level and Treat Injury skill.
Here’s a breakdown of each power’s VP gain:
Cure
VANILLA: VP = WIS + CHA + level + 5
NEW: VP = WIS + CHA + (level + Treat Injury)/2 + 5
Heal
VANILLA: VP = WIS + CHA + level + 10
NEW: VP = WIS + CHA + (level + Treat Injury)/2 + 10
With this mod, you’ll need a Treat Injury equal to your character level to heal the same amount as in vanilla. Points above or below this will increase or decrease the amount compared to vanilla.
INSTALLATION
To install, run TSLPatcher.exe inside of the “Main Install” folder. If spells.2da already exists in your override folder, an unaltered copy will be placed in the “backup” folder in the location of TSLPatcher.exe, along with a backup of dialog.tlk.
If you have K2 Force Powers for K1 installed, run the optional patch.
UNINSTALLATION
To uninstall, remove k_fp_heal1ti.ncs, k_fp_heal2ti.ncs, and spells.2da from your override folder. Replace dialog.tlk in the main game folder with the unaltered dialog.tlk in the backup folder. If there’s a spells.2da inside the backup folder, move it to override.
If you installed the K2 FPs patch, remove k_fp_heal3ti.ncs from override, and replace it with the k_fp_heal3ti.ncs found in the backup folder inside the patch subfolder.
NOTE: If you installed both the mod and patch, a backup folder may have been created in both subfolders. If there’s a spells.2da or dialog.tlk found in both backup folders, and you want to uninstall both the mod and patch, move the version to override that was created first (probably from the main installation) to completely revert the changes, or else the mod may not be uninstalled properly.
COMPATIBILITY
Should be compatible with any mod that doesn’t affect the scripts for the Heal, Improved Heal, and Master Heal powers.
A patch is included for my other mod K2 Force Powers for K1 to bring the effects of Master Heal in line with this mod. The patch must be installed after K2 FPs. The changes to VP gained by Master Heal are listed below.
Master Heal
ORIGINAL: VP = WIS + CHA + 2*level + 15
NEW: VP = WIS + CHA + level + Treat Injury + 15
PERMISSIONS
Please don’t reupload without my permission.
CREDITS
offthegridmorty
KOTOR Tool - Fred Tetra
TSLPatcher, TalkEd - stoffe, Fair Strides
Screenshot uses Pramod Marlon's AI upscaled icons.
136 downloads
- rebalance
- treat injury
- (and 3 more)
0 comments
Updated
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xbox Kotor 1 720p Xbox Mod (Hardmod required)
By bizotry
Kotor 1 720p Xbox Mod 1.0
THIS MOD REQUIRES THE 128mb RAM UPGRADE HARDWARE MOD!!!!!
https://consolemods.org/wiki/Xbox:RAM_Upgrade
CLARIFICATION: The Xbox has double ram on its dev units. The retail consoles use the same boards as the dev units.
STATEMENT: Therefore, there are empty places to add double the RAM to your console. You need to add this ram to play Kotor at 720p.
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Introduction:
This mod makes Kotor 1 comfortably playable at 720p on a ram upgraded original Xbox. The original Xbox natively supports 720p output and many games officially take advantage of this feature. It has long been possible to patch additional Xbox games to force 720p mode. Having extra RAM installed is needed to prevent most games from crashing. This works out well for changing the resolution of Kotor, but causes several issues that make the game unplayable. The goal of this mod is to fix those issues so that Kotor can be fully enjoyed at 720p on the original Xbox.
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How to install:
Put the mod into the root of your Xbox's Kotor game folder. You will overwrite several files, and as a result, your game folder will permanently become a 720p version of Kotor. For this reason, I recommend making a copy of your original folder, so that you can easily play at 480p again if desired.
Note: The Yavin dlc is compatible!
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Changelog:
1.0
Implements edited 720p versions of all original Xbox .gui in game.
Increases the size of the minimap and zooms it out to take advantage of the resolution.
Replaces the original default.xbe with one modified for 720p by OgXHD software.
Replaces bugged security camera effect with a blue overlay.
Disables motion blur effect function calls in all swoop race minigame modules.
Disables motion blur effect on jedi force runs.
Reduces visual effect of Force Wave as it is bugged and would make it hard to see.
Disables first person droid view effects as they were bugged.
Replaces all movies with edited pc versions that display as well as possible in 720p mode.
Issues:
Cutscenes display in a small box, as large as I could make them while respecting their aspect ratio. This is the best I could do to fix cutscenes being essentially unviewable. (Sidenote: Kotor 2 doesn't have this problem due to using a different video format)
The Xbox struggles with smoke effects up close. This doesn't really hurt the game but it helps to understand why the title screens is a little laggy.
Carth's intercom cutscenes on the Endar Spire don't have special effects as a side effect of fixing security cameras.
Many distortion effects display incorrectly at 720p. But it's not really that bad.
The map on the map screen is stuck at its original size on Xbox.
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Credits:
Sorry if I forget anything. This project was made entirely possible due to tools and discoveries created by many people. You don't need to ask me permission to use things from this mod for your own projects.
Jay's Xbox REPO by Jay
Fantastic compiled resource for learning about hex editing Xbox games to support alternative video modes.
ogXHD by Marvelous Mirth Studios
A tool for automatic find and replace hex editing of Xbox games for 720p patching purposes.
Console Mods Wiki
Thorough information about Xbox mods.
Lightweight GUI Patcher 0.4 by th3w1zard1
Made editing the UI so much easier. Really gave this entire project a starting point. I used this program to bulk convert the old Xbox .guis to 720p.
Kotor-gui-editor by amcolash
This tool was used to edit and shape the gui into something polished and in accordance with the changed aspect ratio of the game.
Holocron Toolset by Cortisol
KotOR Tool by Fred Tetra
Kotor Scripting Tool by Blue
All great tools for digging through the game files and extracting things. Important for reading and manipulating information to solve problems.
tpcview by ndix UR
tga2tpc by ndix UR
paint.net
All the software needed to fix minor texture issues with the gui.
ffmpeg
Rocky's xmv converter by Rocky5
A script used for converting to Xbox's video format (.xmv) which is required by kotor 1.
DaVinci Resolve
Video editing software used to make the movies display correctly at 720p.
Kotor and Deadlystream Discord
JC, Thor110
It was very nice to have places and people to discuss Kotor modding with.
Loto
Ported the Kotor 2 Restoration Mod to Xbox, which inspired me to explore modding Xbox Kotor.
20 downloads
- 720p
- widescreen
- (and 2 more)
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Period Accurate Kiosk (K1)
By Marius Fett
This mod makes a small change to the PLC_Kiosk2 model. It replaces the R2 unit-esque head with a T3 unit style head which is more accurate to the time period in which KotOR is set.
182 downloads
0 comments
Submitted
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Davik's Torture Droid Replacement
By Marius Fett
This mod is a port of the G0-T0 droid model from KotOR II, repurposed as a replacement for Davik’s Torture Droids in his estate on Taris as a sort of not to the droid used by Darth Vader to torture Princess Leia in Episode IV.
101 downloads
0 comments
Submitted
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Saedhe Player Head (K1)
By Marius Fett
This mod is a port of the unused Saedhe head from KotOR II, repurposed as a player head for KotOR I.
The head has been moved over to a set of KotOR I bones to avoid certain issues which arise from a direct port. The eyelids do clip slightly during the ‘waking up’ cutscene at the start of the game, but if I can live with that, I’m sure you can. I did initially try to fix this, but I couldn’t get it to look quite right and I didn’t think such a small issue warranted spending any more time on.
If your PC is a Dark Side character, they will gain Sith Eyes, but won’t be zombified like the vanilla player heads.
51 downloads
0 comments
Submitted
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Dopak Player Head (K1)
By Marius Fett
This mod is a port of the Dopak head from KotOR II, repurposed as a player head for KotOR I.
The head has been moved over to a set of KotOR I bones to avoid certain issues which arise from a direct port. The eyelids do clip slightly during the ‘waking up’ cutscene at the start of the game, but if I can live with that, I’m sure you can. I did initially try to fix this, but I couldn’t get it to look quite right and I didn’t think such a small issue warranted spending any more time on.
Dark Side transitions are included, but with a difference. I’m not a fan of the zombie look of the vanilla transitions and I think Sith Eye’s are over-used, so I went for something a little more subtle in that the cloth Dopak uses to hold his ponytail back changes from blue to red when your PC leans more towards the Dark Side.
52 downloads
0 comments
Submitted
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Carth's Republic Uniform and Flight Suit
By Marius Fett
This mod gives Carth Onasi the ability to wear the Republic Soldier Uniform which is seen being worn by various other NPC’s throughout the game.
A new baseitem type has been added for Carth’s Flight Suit which is essentially a version of his default clothing with stats equal to that of class 4 armour and another has been added for the uniform itself, which is available in two texture variations so as to include the TSF Uniform for KotOR II. The uniform items will have the stats of class 5 armour.
Carth will be wearing his uniform on the Endar Spire at the start of the game but will change into his Flight Suit after landing on Taris, so as to keep his allegiance hidden. All three of these new items will be present in your inventory when Carth joins your part, so it’s ultimately your choice what you want him to wear.
This mod also gives Carth two of his own blaster pistols, rather than having just one of them alongside a regular blaster pistol.
93 downloads
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Player Smuggler Clothing
Switches the clothing appearance of all vanilla male players to a customised version of the NPC smuggler outfit for those with a burning desire to cosplay as budget Han Solo. Rescaled to all three body sizes and replaces the gloves of the vanilla textures with race-specific skin tones for the hands. Items for all four texture variants are added to the starting footlocker on the Endar Spire.
N.B.: The custom models only apply to males, since there's no female smuggler NPC body model. Female players equipping the items will appear in their regular class-specific clothing variant as normal.
Installation:
You can install at any time, although you'll obviously only get the outfits on the Endar Spire when starting a new game. You can add them manually via KSE or console otherwise. Item codes:
dp_smugcloth01 dp_smugcloth02 dp_smugcloth03 dp_smugcloth04 Compatibility:
Should be compatible with pretty much everything, except for other mods that also edit the clothing slot of the male player rows. Uses custom models and textures, so it won't be affected by any mod that alters the NPC smugglers. There potentially could be clashes with other mods that edit the starting footlocker UTP and alter its vanilla inventory. Mods that only add new items should be fine. If in doubt, install this mod first.
Known Issues:
As per usual, the hand helpers for the weapon positions - especially off-hand weapons - are pretty ropey. I'm not going to bother going down that rabbit hole.
Future Plans:
The outfits are just straight clothing, no stats or special properties. Maybe I'll make them upgradeable at some point.
It might be possible to kit bash a female version, but don't hold your breath.
50 downloads
0 comments
Submitted
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TatComW HD
By Dark Hope
This mod will replace and update N_TatComW_F texture files.
To Install
1. Download: TatComW HD
2. Copy all files to the Knights of the Old republic's Override folder.
(Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override)
3. When/if prompted to overwrite files, press okay.
4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
332 downloads
0 comments
Updated
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Effixian's PFHC07 from K2 to K1
By Effix
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Knights of the Old Republic
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TITLE: Effixian's PFHC07 from K2 to K1
AUTHOR: Effix
CONTACT: PM me on the forums or find me on Steam
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INSTALLATION
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Run the file "TSLPatcher - Install Effixian's PFHC07 from K2 to K1.exe".
Optional: add the files from the "Optional - PFHC07 - Redhead" folder to your Override folder and overwrite the existing files.
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DESCRIPTION
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This mod adds a playable character PFHC07 from KotOR 2.
Optional "Redhead" textures and portraits are included.
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BUGS
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None known.
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UNINSTALLING
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1. Remove the following files from your Override folder:
pfhc07fx.mdl
pfhc07fx.mdx
PFHC07FX.tga
PFHC07FX.txi
PFHC07FXd.tga
PFHC07FXd.txi
PFHC07FXd1.tga
PFHC07FXd1.txi
PFHC07FXd2.tga
PFHC07FXd2.txi
PFHC07FXd3.tga
PFHC07FXd3.txi
PO_PFHC07FX.tga
PO_PFHC07FXd.tga
PO_PFHC07FXd1.tga
PO_PFHC07FXd2.tga
PO_PFHC07FXd3.tga
2. If you have never installed any mod with the TSL Patcher then you can remove appearance.2da, heads.2da and portraits.2da from the Override folder. Otherwise:
If you haven't installed any mod after this mod you can get the following files from the mod's backup folder and put them back in your Override folder:
appearance.2da
heads.2da
portraits.2da
Doing this when you did add another mod would result in the later mod(s) no longer working.
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DISTRIBUTION NOTES
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You can use the files from this mod in your own mod if you simply credit me.
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Thanks to
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- Stoffe and Fred Tetra for the needed tools and tutorials
- bead-v's MDLEdit
- JCarter426 & Kexikus for sharing their knowledge on converting things with MDLEdit
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THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
89 downloads
0 comments
Submitted
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Effixian's PFHC02 from K2 to K1
By Effix
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Knights of the Old Republic
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TITLE: Effixian's PFHC02 from K2 to K1
AUTHOR: Effix
CONTACT: PM me on the forums or find me on Steam
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INSTALLATION
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Run the file "TSLPatcher - Install Effixian's PFHC02 from K2 to K1.exe".
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DESCRIPTION
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This mod adds a playable character PFHC02 from KotOR 2. As requested by Sappho.
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BUGS
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None known.
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UNINSTALLING
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1. Remove the following files from your Override folder:
pfhc02fx.mdl
pfhc02fx.mdx
PFHC02FX.tga
PFHC02FX.txi
PFHC02FXD.tga
PFHC02FXD.txi
PFHC02FXD1.tga
PFHC02FXD1.txi
PFHC02FXD2.tga
PFHC02FXD2.txi
PFHC02FXD3.tga
PFHC02FXD3.txi
PO_PFHC02FX.tga
PO_PFHC02FXd.tga
PO_PFHC02FXd1.tga
PO_PFHC02FXd2.tga
PO_PFHC02FXd3.tga
2. If you have never installed any mod with the TSL Patcher then you can remove appearance.2da, heads.2da and portraits.2da from the Override folder. Otherwise:
If you haven't installed any head mods after this mod you can get the following files from the mod's backup folder and put them back in your Override folder:
appearance.2da
heads.2da
portraits.2da
Doing this when you did add another head mod would result in the later head(s) no longer being available in the game, yet the associated files (listed at step 1.) would still be in the Override folder.
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DISTRIBUTION NOTES
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You can use the files from this mod in your own mod if you simply credit me.
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Thanks to
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- Stoffe and Fred Tetra for the needed tools and tutorials
- bead-v's MDLEdit
- JCarter426 & Kexikus for sharing their knowledge of converting things with MDLEdit
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THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
61 downloads
0 comments
Submitted
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K1 NPC Variety Lite
This is my first mod for KotOR and it's relatively simple. I was always quite annoyed by certain areas of the game having a major "clone" effect with some of the NPC's. This mod aims to fix that issue in just a few of the areas. I made sure to pick areas and NPC's to edit that did not affect other parts of the game, as some NPC's in some modules share files, I made sure to edit ones that would not conflict.
The main areas this provides changes in are the Manaan cantina, swoop lounge, Korriban Sith Academy, and Valley of the Dark Lords. I also changed Fazza and Yortal (Ithorian merchant near the Sith embassy on Manaan). Fazza and Yortal were changed because, for some reason, most Ithorians you interact with in the game all have the exact same skin despite there being three different Ithorian skins. I changed some appearances in the Sith Academy to better reflect their roles. For example; the NPC's labeled "Sith Teacher" now have an older appearance (I also gave a few of them double bladed lightsabers to add to the variety). The Mandalorian in the Manaan cantina is wearing Mandalorian armor. The Echani mercenaries in that same area are now wearing Echani armor. The Sith academy guards that are at the doors are wearing red, while the ones patrolling are still wearing silver armor. Several Dreshdae NPC's were changed including the Czerka representative and the guard behind him (they were twins prior to this) as well as one of the Rodian's in the cantina.
All the changes I put forth were done to both add variety and make some sense within the context of the world (like giving the Echani mercs Echani armor). Where I was able to, I changed heads so there wouldn't be as many twins standing beside each other or in the same room and for some NPC's that had a bit more dialogue, I tried giving them less used/seen head appearances.
Compatibility:
This mod uses TSLPatcher to inject the changes directly into the module files. If you are using Sith Uniform Reformation, then the only incompatible files will be those for the Sith guards on Korriban (therefore you can choose to keep the armored Sith guards or the ones from that mod). This mod is compatible with K1CP, though you MUST install the K1CP first. I highly recommend you have JC's Back in Black mod installed first as well. This is NOT meant to be used with any other major NPC diversity mods that change these specific NPC's, as it won't be compatible.
For the changes to take place, you MUST NOT have entered the areas where this modifies NPC's. Either start a new game or load a save prior to entering the specific areas of change.
(I am utilizing several @Dark Hope skins in my screenshots. I recommend checking her content out, as her retextures are top notch)
Big thanks to @Effix +@Leilukin + @N-DReW25 + @JCarter426for their help!
If anyone runs into any issues with this at all, please DM me here.
154 downloads
0 comments
Updated
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Czerka administrator HD
By Dark Hope
This mod will replace and update Czerka administrator texture files.
To Install
1. Download: CommF09
2. Copy all files to the Knights of the Old republic's Override folder.
(Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override)
3. When/if prompted to overwrite files, press okay.
4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
324 downloads
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Doctors HD
By Dark Hope
This mod will replace and update texture files.
To Install
1. Download: Doctors HD
2. Copy all files to the Knights of the Old republic's Override folder.
(Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override)
3. When/if prompted to overwrite files, press okay.
4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
394 downloads
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[KotOR] Swoop Bike Upgrades
By Salk
This modification comes from a (very reasonable) request made by Snigaroo, lamenting the fact that in the original game it's not possible to improve the performance of the game's swoop bike despite evidence that upgrades should be available. I introduced two of them and made them available in two different stores. They can be purchased to help those who struggle to make good times on Tatooine's and Manaan's race circuits. They don't come cheap, but they are certainly a great asset for any aspiring swoop racing champion.
266 downloads
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Stronger Ajunta Pall
By GearHead
This mod buffs Ajunta Pall.
Do you guys remember the epic moment when you first fought the Great Ajunta Pall? No? Neither do i. Ajunta is a little B who dies from one hit, even though he is supposed to be a powerful ancient Sith Lord. So... I buffed him a tiny bit.
Have fun!
The mod only works if he hasn't spawned in yet.
84 downloads